#version 150
uniform sampler2D sampler0;

in vec3 normal;
in vec4 color;
in vec4 texcoord0;

out vec4 frag_color;

void main() {
	vec4 a = vec4(float(mod(gl_FragCoord.x, 4.0)<2.0 ^^ mod(gl_FragCoord.y, 4.0)<2.0));
    frag_color = a * color * texture2DProj(sampler0, texcoord0);
}